David Megginson writes:

 >  > 2. I used callbacks to prevent empty object branches from being
 >  > culled.  Perhaps a placeholder with a dummy bounding sphere would be
 >  > better, since we'd still get FOV culling, but this will need more
 >  > work.
 > 
 > I'll look more closely at this one.

Yes, that was it.  I made the changes, and now here are my results for
sitting still at the default location in daylight:

  With dynamic objects: 41fps
  Without dynamic objects: 41-42fps

Here's a fairer test, since more scenery is visible and triangles are
coming in and out of dynamic-object range: 1500ft AGL, 120kt in
magic-carpet mode starting over the default location:

  With dynamic objects: 38-39fps
  Without dynamic objects: 38-39fps

(I cranked it up to 240kt and 360kt with no noticable framerate hit
for dynamic objects, though there was a stutter when a new tile loaded
[I always get that]).

I simply extended ssgEntity with a singleton class and provided my own
bounding-sphere method that always returns a sphere of 10m radius
centred at 0,0,0.  That still allows culling to the Frustum, but
ensures that the in-range and out-of-range are still visited.  I will
check in the changes now, and would appreciate it if everyone could
give them another good workout (thanks to Norm, Curt, and Erik for
your feedback on the last take).


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

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